暂时解决 受伤触发技能 出错问题

This commit is contained in:
2024-11-17 08:59:35 +08:00
parent 227cfd26d4
commit 75d2dd5988
6 changed files with 57 additions and 29 deletions

View File

@@ -5,7 +5,7 @@
* @LastEditTime: 2022-08-17 12:36:18
*/
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math} from "cc";
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroSpine } from "./HeroSpine";
@@ -33,7 +33,7 @@ export class HeroViewComp extends CCComp {
enemy:any=null!;
as: HeroSpine = null!;
anm_timer:Timer = new Timer(2);
anm_timer:Timer = new Timer(0.3);
anm_name="idle"
status:String = "idle"
@@ -67,6 +67,7 @@ export class HeroViewComp extends CCComp {
sk4:number = 1001;
sk5:number = 1001;
skr:any=[0,0,0,0,0,0];
uar:any=[0,0,0,0,0,0];
ap: number = 10; /**攻击力 */
ap_buff: number = 0;
ap_buffs:any = [];
@@ -86,7 +87,8 @@ export class HeroViewComp extends CCComp {
speed: number = 100; /** 角色移动速度 */
ospeed: number = 100; /** 角色初始速度 */
Tpos: Vec3 = v3(0,-60,0);
atk_count: number = 0;
atked_count: number = 0;
stop_cd: number = 0.5; /*停止倒计时*/
dir_y:number = 0;
@@ -204,20 +206,21 @@ export class HeroViewComp extends CCComp {
this.node.setPosition(pos)
return
}
// if (this.timer.update(dt)) {
// this.power_change(this.power_speed)
// }
// if(this.anm_timer.update(dt)) {
// this.change_anm()
// this.handle_skill(this.sk2)
// }
this.check_atk_buffs(dt)
this.check_atk_counts()
this.in_stop(dt);
this.at += dt;
this.check_enemy_alive()
this.in_atk(dt);
// this.hp_show()
this.move(dt);
}
@@ -329,34 +332,51 @@ export class HeroViewComp extends CCComp {
return {pos,t_pos}
}
in_atk(dt: number) {
if(this.at >= this.cd){
if(this.is_atking){
this.at = 0;
// console.log("cd:"+this.cd);
this.as.atk();
let i = RandomManager.instance.getRandomInt(0,100,3)
console.log("大招触发判断: i="+i+":skr="+this.skr[this.lv]);
check_atk_counts(){
if(this.atk_count >= 1){
this.atk_count = 0
console.log("atk_count 清零:"+this.atk_count);
// let i = RandomManager.instance.getRandomInt(0,100,3)
// console.log("大招判断: i="+i+":skr="+this.skr[this.lv]);
// if(i < this.skr[this.lv]){
// console.log("大招触发: i="+i+":skr="+this.skr[this.lv]);
// this.node.getChildByName("max").active=true
// this.scheduleOnce(()=>{
// this.node.getChildByName("max").active=false
// },0.8)
// this.handle_skill(this.sk2)
// }
}
if(this.atked_count >= 1){
this.atked_count = 0
let i = RandomManager.instance.getRandomInt(0,100,3)
console.log("受伤判断i="+i+":skr="+this.skr[this.lv]);
if(i < this.skr[this.lv]){
console.log("受伤触发: i="+i+":skr="+this.skr[this.lv]);
this.node.getChildByName("max").active=true
this.scheduleOnce(()=>{
this.node.getChildByName("max").active=false
},0.8)
this.handle_skill(this.sk2)
return
this.handle_skill(this.sk2)
}
}
}
in_atk(dt: number) {
if(this.at >= this.cd){
if(this.is_atking){
this.at = 0;
this.atk_count++
// console.log("cd:"+this.cd);
this.as.atk();
this.scheduleOnce(()=>{
this.shoot_enemy(this.sk1)
},0.3)
}
}
}
//使用max_skill
handle_skill(skill:number){
this.as.atk()
switch (smc.skills[skill].tg) {
case 0: //自己
this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
@@ -391,10 +411,13 @@ export class HeroViewComp extends CCComp {
// this.tooltip(3,smc.skills[sk1].name,this.sk1);
}
to_add_buff(hero:any,s_uuid:number){
let skill = ecs.getEntity<Skill>(Skill);
let atk = smc.skills[s_uuid].atk+this.ap;
let {pos,t_pos}=this.get_hero_pos(hero)
console.log("to_add_buff:"+hero.hero_name+" "+s_uuid);
skill.load(pos,this.box_group,this.node,this.sk2,atk,t_pos);
if(smc.skills[s_uuid].hp > 0){ //buff加血
let increase_hp=Math.floor(smc.skills[s_uuid].hp*this.ap)
hero.add_hp(increase_hp)
@@ -403,9 +426,11 @@ export class HeroViewComp extends CCComp {
let increase_atk=Math.floor(smc.skills[s_uuid].atk*this.ap)
hero.add_atk(increase_atk,smc.skills[s_uuid].bsd)
}
if(smc.skills[s_uuid].shield > 0){ //buff护盾
hero.add_shield(smc.skills[s_uuid].shield)
}
}
push_least_buff(skill:number){
@@ -543,6 +568,7 @@ export class HeroViewComp extends CCComp {
}
add_shield(shield:number){
this.shield =shield
console.log("shield:",shield);
if(this.shield > 0){
this.node.getChildByName("shielded").active=true
}
@@ -573,7 +599,8 @@ export class HeroViewComp extends CCComp {
var node = instantiate(prefab);
let pos =v3(0,30);
node.setPosition(pos)
node.parent = this.node;
node.parent = this.node;
this.atked_count++;
}
dead(){
var path = "game/skills/dead";